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CYBERPSYCHOLOGY & BEHAVIOR


Volume 9, Number 6, 2006
© Mary Ann Liebert, Inc.

Rapid Communication

Why Are Adolescents Addicted to Online Gaming?


An Interview Study in Taiwan

CHIN-SHENG WAN, M.S. and WEN-BIN CHIOU, Ph.D.

ABSTRACT

The purpose of this study was twofold: to investigate the conscious and unconscious psycho-
logical motivations of online game addicts, and to further discuss the relationship between
surface and source motivations. Ten Taiwanese adolescents with online game addiction were
selected for in-depth interviews. Through sentence completion test and semi-structured in-
terviews, data were collected and analyzed from the following four realms: (1) surface moti-
vations, (2) source motivations, (3) self-conception, and (4) interpersonal relationships in real
life. After content analysis, five categories with distinct themes were formed: (1) addicts’ psy-
chological needs and motivations; (2) online games as the everyday focus of the addicts; (3) the
interplay of real self and virtual self; (4) online games as the compensatory or extensive satis-
faction for addicts’ needs; and (5) addicts’ self-reflections. The implications of the present
study are discussed.

INTRODUCTION Online games have become one of the most ad-


dictive activities on the Internet.1 Most of the previ-

Y OUNG1 STATED that the Internet itself is not addic-


tive, but specific applications embedded with
interactive features appear to play a significant role
ous studies utilized quantitative methods, such as
quantitative questionnaires, to explore the behav-
ior of heavy online game users.2–5 As seen in previ-
in the development of pathological Internet use. ous research, excessive use of online games can
Online games have attracted large numbers of play- result in a number of negative outcomes, such as
ers. Users can build their own virtual organizations a negative impact on academic performance, in-
and create individual factions, organizations, and creased anxiety, deterioration of interpersonal rela-
terms based on shared beliefs, goals, preferences, tionship, escape from reality, and youth violence
and other factors.2 Massive multi-player on-line and crimes. Therefore, online game addiction is an
role-playing games (MMORPGs) are endless, be- issue of great concern that requires further explo-
cause the main feature of MMORPGs is its system ration.
of goals and achievements.3 Ng et al.3 stated that so- The majority of research concerned with online
cial interaction in MMORPGs is highly essential, as games has been conducted within a quantitative re-
you must collaborate with other players in the game search paradigm. Few have explored this issue using
to succeed in more complex goals, and a player qualitative research methodology, such as conduct-
must join a “guild” or “clan” of other players to ad- ing in-depth interviews with online game addicts.
vance further in the game. Tsai and Lin6 suggested that qualitative data gath-

General Education Center, Kaohsiung Hospitality College, Kaohsiung, Taiwan, R.O.C.

762
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ADOLESCENTS IN TAIWAN AND ADDICTION TO ONLINE GAMING 763

ered from interviews might not only help researchers There were 17 question items in total, and the sub-
interpret the findings revealed but also produce a jects were instructed to answer the questions by
more detailed picture about Internet addiction. Grif- providing the first thought or feeling coming to
fiths7 also suggested that other empirical techniques their mind according to their real experiences and
such as in-depth qualitative interviews are required. views. The second phase of the interview included
The aim of this study was to conduct in-depth inter- 13 open question items in order to obtain more data
views focusing on excessive and addictive online about the subjects’ in-depth personal experiences
game use among adolescents in Taiwan. and thoughts regarding the Internet and online
games.

METHODS
RESULTS
Subjects
During data analysis, the texts of the interview
The subjects for the present study were selected contents were first transcribed. Then, themes were
because they demonstrated addictive behaviors to- developed according to the study objectives, and
ward online games and were highly cooperative. explanations generated to identify the source moti-
Six subjects were chosen from Internet cafés, and vations of players addicted to online games based
four subjects were referred. Seven subjects were on the perspective of psychodynamics.
male, and three subjects were female. Eight subjects
were students whose experience with online game
Psychological needs and motivations
was an average of 3 years. The subjects spent more
than 48 h on online games per week. This study analyzed both the question contents
concerning the motivations and functions of online
games, and the self-changing items from the inter-
Procedure
views. Analysis of the results indicated that psy-
All of the subjects exhibited addictive behavior chological needs and motivations could be
toward online games as determined by the re- categorized into the following seven themes: (1) en-
searcher’s subjective assessment and objective in- tertainment and leisure, (2) emotional coping (di-
dices (scores obtained from online game addiction versions from loneliness, isolation and boredom,
scales8). After acquiring consent from the subjects, releasing stress, relaxation, discharging anger and
the semi-structured in-depth interviews were con- frustration), (3) escaping from reality, (4) satisfying
ducted. The subjects were interviewed individu- interpersonal and social needs (making friends,
ally, with interviews ranging from 50 min to 2.5 h. strengthening friendships, and generating a sense
A trained researcher conducted each interview of belonging and recognition), (5) the need for
individually. The interviews were used to supple- achievement, (6) the need for excitement and chal-
ment our previous survey findings and to gather lenge, and (7) the need for power (the sense of su-
first-hand, self-reported verbal data from these periority, the desire for control, and facilitation of
subjects. We expected that the qualitative nature of self-confidence).
this study would provide more in-depth and rich
descriptions, such as the “how” and “why” of on-
Addicts’ focus of life
line game addiction and heavy use.
Most of the interviewees stated that their life
would be “dark” and “boring” if there were no on-
Interview questions
line games. Conversely, one interviewee suggested
The interview questions included the following that life would be “not much different,” whilst an-
four major realms: (1) surface motivations, (2) in- other suggested that life would be “better!” with-
depth motivations, (3) self-conception, and (4) in- out online games. Furthermore, concerning “how
terpersonal relationships in real life. The first phase do you think” about being so addicted to online
of the interview adopted the method of “sentence games, the interviewees suggested that playing on-
completion,” which required the interviewees to line games was only for “feeling relaxed,” “leisure
finish a series of incomplete sentences. Sentence activity,” “whiling away the time,” “escaping from
completion is a type of “projection technique,” reality, being slack, and not feeling like studying,”
which is often used to obtain in-depth motivations, and “the need for interpersonal relations.” The
needs, contradictions, or conflicts of participants. texts of self-reflection, on the one hand, illustrate
14356c07.pgs 11/28/06 10:22 AM Page 764

764 WAN AND CHIOU

that playing online games is the focus of the ad- in reality. In other words, online games provide the
dicts’ life. addicted players another channel for meeting their
needs for interpersonal relationships.
Interplay of virtual self and real self
Self-reflections
The following are interview items posed to the
subjects that concerned self-conception, or the dif- Regarding self reflections of online game engage-
ferences between the real self and the virtual self: ment, the subjects’ answers for questions such as “to
(1) “Have you chosen an identity completely dif- put it bluntly, playing online games is simply . . .”
ferent from the reality in online games?,” (2) and “what do you think of yourself as being so ad-
“What kind of image would you like to create dicted to online games?” are quite consistent to
yourself into?” (3) “Playing online games makes their motivations for playing online games, which
me think of myself as . . . .,” and (4) “Is there any- include “entertainment and leisure,” “emotional
thing that you would dare to do in online games coping: whiling away time and diverting oneself
and not in real life?” The answers indicated that a from loneliness and boredom, releasing stresses, re-
consistent or compensatory relationship existed laxing and letting off emotions,” “interpersonal in-
between the virtual self in online games and the teractivity,” “excitement and challenge seeking,”
real self, and this finding suggests that the virtual and “escaping from the reality.” However, “the
self in the online games not only could extend the need for power: the sense of superiority and con-
real self (self extension: consistency), but also trol” was not mentioned, which might indicate that
could serve as a compensatory function that might this need is only a secondary superficial motiva-
satisfy the unfulfilled roles in real life. The consis- tion, rather than a primary need and motivation for
tent or compensatory relationship of virtual self addicted online game players. Moreover, from the
and real self was mainly reflected in the areas of perspective of psychodynamics,10 the answers re-
“need for interpersonal relations” and “escaping garding the motivations suggest that the needs for
from reality,” and revealed that online games achievement and power in addicted players might
could provide the function of role-playing. Grif- be absent in the unconscious level. Even though
fiths et al.9 analyzed two sites of information on some of the addicted online game players con-
online game players, and the results indicated that sciously believe that online games could meet the
nearly three quarters of players engage in role- needs for achievement and power, this might be
play at some point. The present study showed that opposite to their unconsciousness. This means that
at least eight subjects would use identities differ- the needs for power and achievement in these ad-
ent from that in real life, and some even played the dicted players might actually be quite little; how-
role of the opposite sex. ever, because of the censorship from the superego,
the ego consciously shows the needs for power and
achievement through online games via the defense
Compensatory or extensive satisfaction
mechanism of reaction formation. Therefore, the
As discussed previously, the five themes of need presence of needs for power and achievement in
consisted of the following: (1) “entertainment and the conscious level merely reflects their weak or ab-
leisure,” (2) “emotional coping: whiling away times sent existence in the unconscious level.
and diverting oneself from loneliness and bore-
dom, releasing stresses, relaxing and letting off
emotions,” (3) “need for interpersonal relations,”
(4) “excitement and challenge seeking,” and (5) “es- DISCUSSION
caping from the reality.” The subjects’ motivations
for playing online games (answers to the five items The aim of this study was to explore addicts’
above) were compared with the answers for the fol- psychological texts among adolescents in Taiwan.
lowing items: (1) “how is your interpersonal relation- The psychological texts provided by the subjects
ships in real life?” (2) “the relationship with peers in suggest that their major needs for playing online
real life,” and (3) “in real life, I like to seek . . .” It was games were for the four areas of “entertainment
found that in the area of “interpersonal relation- and leisure,” “emotional coping,” “excitement and
ship needs,” the interpersonal relationships in on- challenge seeking,” and “escaping from reality.”
line games might serve as a type of compensation Similarly, the subjects’ texts also suggested that on-
and replacing satisfaction, or a type of extension for line games either provide them with a compensa-
the quality and needs of interpersonal relationship tory channel for unsatisfying needs or motivations
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ADOLESCENTS IN TAIWAN AND ADDICTION TO ONLINE GAMING 765

in their real life, or for the same things they are other words, unconsciously, these addicted online
seeking in real life. game players should be motivated to avoid pursu-
Most of the subjects reported that playing online ing achievements, power, and sense of superiority.
games had become the focus of their life. The expe- Although this avoidance could not be detected in
riences provided by the subjects suggest that, with- the conscious level, the censorship of the superego
out online games, life would become “dark” and triggers the defensive mechanism of reaction for-
“bored.” Why do people easily become addicted to mation, which results in the pursuit of the virtual
online games? The relationship between sense of satisfaction of achievements and power in the on-
control and self-efficacy11,12 might provide insight line games. In online games, the players might be
into this pathological use of online games. Ad- pursuing the satisfaction of achievement and
dicted players felt that they could obtain the “sense power on the surface; however, in real life, they are
of control” through playing online games. How- not able to face these challenges, hence leading to
ever, based upon the perspective of the ambivalent contradictions between their surface motivations
motivations in individuals’ compulsive behaviors, and source motivations. From the perspective of
playing games compulsively might only serve as psychodynamics,10 when addicts would not be
a coping mechanism, similar to the incessant puri- willing to cope with the source motivations in the
fication behavior of obsessive-compulsive patients unconscious level, they would incessantly engage
such as hand washing. Thus, they might become in the heavy use of online games to reduce the neu-
more likely to engage in online gaming for the rotic anxiety coming from the conflict between
purpose of a temporary distraction. Follow the ra- their superego and ego. Through an analysis of the
tionale, there should be the desire of “not-wanting- psychological texts provided by the addicted play-
to-control and not-willing-to-determine” in the ers, it was found that the pathological viewpoints
unconscious level of addicted players. However, of psychodynamics for compulsive behaviors
this motivation is not accepted by the censorship could be used to explain addicts’ source motiva-
of the superego.13 In order to reduce the neurotic tion in the unconscious level, and these source mo-
anxiety resulting from conflict between the id and tivations might be the dynamic which motivates
the superego, addicts would have to constantly the players to engage in online games compul-
seek the virtual sense of control through online sively.
gaming. As to the practical implications of this study, in
Most of the subjects in the present study showed regarding to the addicted players whose pathologi-
strong interests in role-playing of online games, in cal use due to their reaction formation to uncon-
which they often do things that they dare not to do scious motivations, the counseling intervention
in real life. In an anonymous environment, online could be employed by a psychoanalysis approach.
game players always appear with nicknames in- Counselors’ interpretation of the players’ neurotic
stead of real names. Thus, many people who are anxiety would enable them to get insights into their
addicted to the Internet might attempt to escape source motivations in the unconscious level, and
from the limitations brought by real life in order to thus break the chain of compulsive Internet use.
obtain the space for survival and security.14 This in- Concerning addicted players without the contra-
dicates that online gaming brings a anonymous en- diction between surface motivations and source
vironment with lower public self-awareness, and motivations; online games only serve as a way for
allows players to stop concentrating on the self- extending or replacing satisfactions in the virtual
consciousness in order to prevent becoming overly- world. Therefore, providing them with extending
worried about what other people would evaluate or replacing alternatives with more benefits and
and judge the way they act in front of others.15 less negative effects would result in a decrease in
From the perspective of psychodynamics,10 at the their addictive use of online games.
conscious level addicted players might seek self- The subjects used in the present study only in-
presentation in an anonymous, relaxing, and secure cluded Taiwanese adolescents; hence, the phenom-
space, but unconsciously, they might actually have enon of online game addiction should not be
an unsatisfied need for self-presentation due to generalized beyond the parameters of this study.
their poor self-image in real life. Future research should include interviews with
Addressing the theoretical implications of this adolescents from other countries as well as conduct
study, some subjects’ reports indicate that they had cross-cultural analyses. Future studies could con-
a reaction formation concerning the needs for sider conducting in-depth interviews over the In-
power and achievement in the unconscious level, ternet, rather than our face-to-face interviews;
resulting in the compulsive use of online games. In participants might be more forthcoming and hon-
14356c07.pgs 11/28/06 10:22 AM Page 766

766 WAN AND CHIOU

est in the anonymous environment of the Internet. ory and humanistic needs theory for Taiwanese ado-
Moreover, on-line interviews can be conducted lescents. CyberPsychology & Behavior 9:317–324.
without the limitations of time and location, and 9. Griffiths, M.D., Davies, M.N., and Chappell, D.C.
each interviewee’s responses could easily be re- (2003). Breaking the stereotype: the case of online
gaming. CyberPsychology & Behavior 6:81–91.
corded in digital format.16
10. Freud, S. (1946). Totem and taboo. New York: Random
House.
11. Bandura, A. (1986). Social foundations of thought and
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